Answer these 200+ UI/UX User Interface & Experience MCQs and assess your grip on the subject of UI/UX User Interface & Experience.
Scroll below and get started!
A. Usability is about how efficiently an interface talks to the hardware and devices that help run a website.
B. Usability is a technique to ensure websites are liked by the end users.
C. Usability relates to how easily, efficiently and satisfactorily a product is used by a person to achieve their goals within a specified context of use.
D. Usability is how quickly a user can use a website to perform a task.
A. A search which serves personalized results based on a user's browsing history
B. A method of searching in a linear fashion
C. A search method which allows users to select filters to narrow results
D. A technique for searching by keywords
A. Tone and voice
B. Interactivity
C. (All of these choices)
D. Branding
A. Usability deals with the efficiency and user-friendliness of interfaces.
B. Usability is how the user feels about the interaction with the system.
A. "Numeric values not allowed in database column"
B. "Text strings should not contain Numeric values"
C. "Oops looks like you tried to enter a number in your name, please use letters only"
D. "Character 3 at position 7 is not allowed"
A. An approach to designing systems to allow users to securely buy things online
B. A modern term for graphic and web design
C. A discipline that encompasses all interactions and events, physical and digital, between users/customers and a product, service or organization
D. A set of techniques and deliverables that is completed at the start of a project
A. How well a product / system operates within a desktop browser or mobile device
B. The number of features a product / system contains
C. The way a product / system works on a technical level
D. A person's perceptions and overall experience of the utility and ease of use of a product / system
E. Whether a product / system is better than it's competitors
A. It hasn’t changed at all.
B. It’s less about users and more about what the business wants.
C. It has narrowed to be specifically about the internet.
D. It has widened to be about both physical and digital things a person interacts and engages with.
A. UX ensures all products and services look the same so people know how to use them.
B. UX is a foolproof approach to design that ensures 100% success.
C. They can’t. UX has nothing to offer to other disciplines.
D. A knowledge of UX can improve the outcome and development of all products and services that have a user/customer facing element.
A. Information design is how content on a website is structured, labelled, grouped and related to other content on the site
B. Information design is the way paragraphs are put together to form a web page
C. Information design is the way sentences are put together to form meaningful paragraphs on a website
D. Information design is another term for content writing for websites
A. Interaction Design and Visual Design, but not Information Design
B. Information Design and Visual Design, but not Interaction Design
C. Information Design, Interaction Design and Visual Design
D. Interaction Design and Information Design, but not Visual Design
A. To improve revenue for a website.
B. To make your website device agnostic
C. To help users achieve a goal easily and without frustration.
D. To assist disabled users with using your site
E. To lengthen the amount of time people spend on your website.
A. They appear after a significant action is taken on a site
B. Periodically throughout your website when you feel like it
C. As a way to quickly navigate to previous / parent sections of a site
D. They act like tooltips and contain additional information
E. Within the footer of a site, near About Us and Contact
A. A technique where the user is responsible for designing the website or system
B. A research-based methodology to gather user requirements for a website or system
C. A rigid set of techniques that have to be followed in order to ensure a usable website or system
D. A flexible methodology incorporating research, design and evaluation techniques to ensure a user friendly website or system
A. A person who has studied IT at university and understands websites
B. A person who has a background in industrial or graphic design
C. A person with an open mind who understands the importance of designing for end users
D. A person who understands how users use the internet and knows how to build web pages
A. Imagery of other humans looking at the content
B. Content is visually distinct from its surroundings
C. Content is located at the top of the page
D. (all of these)
A. Try to get research-based evidence to support a resolution by factoring in the dispute/conflict in a user-centered design activity
B. All of these answers
C. Ensure the client is involved in user-centered design activities to fully understand and appreciate the nature of the user's needs
D. Depending on the severity and impact on the end user, sometimes you have to be flexible and decide when to let the business need override the user's need
A. Sorting reorders content, Filtering autocompletes a user's query
B. Sorting is alphabetical, Filtering is alphanumeric
C. Sorting shows / hides content based on a user selection, Filtering reorders content
D. Sorting reorders content, Filtering shows / hides content based on a user selection
E. Sorting itemizes content, Filtering hides inappropriate items
A. Impact
B. Helvetica
C. Verdana
D. Georgia
A. Secondary User
B. Primary User
C. Designer
D. Buyer/Influencer
A. determine who your target audience is by seeing who is able to use your product or site
B. gauge how easy it is for your target audience to use your product or site
C. confirm that there are no bugs or errors that would prevent people from using your product or site
A. Researching on the internet about those specific users and learning about what they want
B. Engaging with the users by talking with them and observing them using the product or service
C. Collaborating with your client and getting them to tell you what their users need
D. Listening to what they want regarding the product or service being designed
A. They use similar techniques and methodologies to resolve design challenges with users and customers being the main focus
B. They use similar techniques and methodologies to resolve design challenges with business being the main focus
C. User Experience and Customer Experience are research disciplines, whereas Service Design is a design discipline
D. They don't have anything in common. They are unique disciplines.
A. An actor that pretends to be a real user in order to test your site
B. Fake user accounts created on your site to make it appear like it is being used more frequently
C. Actual users of your site
D. Descriptions of users you would like to use your site in the future
E. A theoretical user that exhibits specific behavior and product usage / patterns
A. Exaggerated statistics in charts and graphs that misrepresent key information
B. Outliers in scatterplots
C. Misinformation in charts and graphs that mislead the users
D. Statistics that are part of the Long Tail and not relevant information
E. Visual elements in charts and graphs that are not necessary to comprehend the information represented on the graph
A. Reusing the same material across as many platforms as possible
B. Designing different user interfaces for each main platform
C. Neither of these
A. A legal requirement for Section 508 compliance
B. A design process to ensure that your content is readable on a wide range of digital devices
C. Design intended to be used in space
D. A set of considerations to ensure that a product or service is usable by everyone, regardless of individual limitations
A. Black-White
B. Red-Green
C. Yellow-Purple
D. Blue-Orange
A. A persona
B. A wireframe
C. A mind map
D. A scatterplot
E. A user flow
A. The law that given enough eyeballs, all bugs are shallow.
B. In cryptography, a system should be secure even if everything about the system, except for a small piece of information - the key - is public knowledge.
C. The law that adding manpower to a late software project makes it later.
D. The law that organizations which design systems are constrained to produce designs which are copies of the communication structures of these organizations.
A. Human Factors
B. Computer-Human Interaction (CHI)
C. Usability
D. Product Management
A. Quality Assurance Analyst
B. User Researcher
C. Interaction Designer
D. Usability Professional
E. Visual Designer
A. They are unrelated
B. Usability is one factor that goes into good UX
C. Usability is quantified UX
D. UX can help improve usability
A. Kerning
B. Hinting
C. Ink traps
D. Letter spacing
A. String Matter Entry
B. Subtle Material Experience
C. Subject Matter Expert
D. Subject of My Experience
E. Single Malleable Experiment
A. physical metaphors can make interface elements feel more familiar to users
B. they are inherently more attractive than "flat" or "authentically digital" visual approaches
C. skeuomorphic buttons are easier to identify on a screen
D. certain visual elements (e.g. gauges) don't make sense outside a skeuomorphic context
A. Human-Computer Interface
B. Human-Centered Interaction
C. Human-Computer Investment
D. Human-Computer Interaction
A. Speed/responsiveness
B. Security
C. Preserving inputs after submission
D. Better error reporting and logging
A. When you have multivariate data
B. When you wish to plot it along one axis
C. When you wish to present it in 3 dimensions
D. When there are fewer than 3 variables
A. The reader's emotional reaction to a mass of text, independent of the content itself
B. The readability of a section of text
C. The hue of individual glyphs
D. The overall visual tone of a particular mass of text
A. "L" shape
B. "O" shape
C. "F" shape
D. "T" shape
A. result in users choosing more complex and secure passwords
B. greatly improve security
C. prevent HTTPS from transmitting the information securely
D. reduce usability and increase errors
A. The speed at which the user can complete a task.
B. The conceptual structure of the knowledge domain.
C. The priority of business requirements.
D. The system's technical architecture.
E. The user's mental model of the task space.
A. An appropriate mental model
B. Appropriate affordances in the design
C. Motivation, ability, and a trigger
D. A call to action
A. Age and occupation
B. Title and job description
C. Tasks or duties typically performed by the user
D. Patterns in behavior and attitude
A. Surprise is emotionally positive. Delight is emotionally neutral.
B. Surprise is not sudden. Delight is sudden.
C. Surprise is sudden. Delight is not sudden.
D. Surprise is emotionally neutral. Delight is emotionally positive.
A. excitement and action
B. it depends on the culture
C. love and happiness
D. anger and frustration
A. Multi-column layout for inputs
B. Only using native form elements rather than custom designed ones
C. Labels located in-line with inputs
D. A submit button that says anything other than "OK" or "Submit"
A. better used in larger type sizes
B. more formal in appearance
C. less readable
D. more readable at small type sizes
A. an open card sort is done collaboratively in a small group and a closed card sort is done in private
B. an open card sort has users label their card groups and a closed card sort has them organize under predetermined labels
C. an open card sort allows users to add their own content cards and a closed card sort can only use the content cards provided